Forcing the player to feel bad about the things you make them do is some real "are video games Art?
" circa 2006 energy
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I'm a doof and forgot to reference what I'm talking about: Maddy's review has been circling around in my head all morning. Art envy in video games is boring as hell, it's like when Batman comics got all brutal in the 80s so they could be for Adultshttps://twitter.com/MIDImyers/status/1271419423702814720?s=19 …
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I don't necessarily disagree but this is the same narrative trick we've been doing since the original Bioshock. It was bettered already with things like The Walking Dead (not perfect but better). Portal even parodied it *13 YEARS AGO*https://twitter.com/ServandoTG/status/1271490631760822272 …
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My point is, are they talking about /us/ or the character we're playing as? Not all protagonists are synonymous with the player, sometimes we're just along for their ride and the conclusions of the story are a reflection of them. Not us.
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Bioshock asked questions about who the game talks to and the choices we are asked to make. This just makes you kill the dog and calls you bad for doing it.
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It was subversive when Spec Ops the Line did it. Now it just feels shitty.
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I get what your saying but I also think its a unique things games are capable of and there is merit in forcing the player's hand. Player choice shouldn't be the end all be all of the medium. I just wish there are more examples of it that don't entail doing horrible/violent things
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Also, I hate to disappoint that person but HOO BOY have I resented some movies for trying too hard to make me feel a certain way.
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Hotline Miami did it and even back then it made me gag
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Movies are not 30 hours long either so I do not have to see messed up stuff a billion times
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